  attribute vec3 aVertexPosition;
  attribute vec3 aTextureCoord;

  uniform mat4 uMVMatrix;
  uniform mat4 uPMatrix;

  varying vec3 vTextureCoord;

  void main(void) {
    gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
    vTextureCoord = aVertexPosition;
  }